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Topics - Hot_Dog
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136
« on: April 29, 2011, 01:54:53 pm »
I know that everyone is going to be sad to see this, and I can't tell you how sorry I am. But my laptop was stolen. All my current work--except backups--were on my laptop. I am afraid that I will not be able to finish Seek and Destroy or Correlation, not by myself at the very least. This is because I lost several weeks of work, and I am not persistent enough to redo everything I had previously fixed.
I promise you that THIS IS NOT THE END of my contributions to this website. I have a small project I plan to work on, codenamed Crabcake. It's a secret one, but I'll let you know what it is in time. Furthermore, I will be touching up my ASM lessons to make them error-free and easier for people to get help with. An Xlib version of Calsiah is not unreasonable either.
Also, I will heavily comment source code for Seek and Destroy and Correlation Beta, and release the source code to people on this website. If you want to work on it, be my guest. But unless my laptop magically returns, I am not able to continue working on them on my own.
Thank you all for understanding, and I am very sorry that it has come to this. Runer112, Iambian, Cooliojaz, Matthias and Buckeye Dude, thank you all for the time you spent to help me, and I am sorry that you spent time and hard work giving to projects that just halted. I can't tell you how upset that I asked for help only to have it go down the tubes
137
« on: April 28, 2011, 09:43:12 pm »
For those of you who haven't played Starcraft, you have something called a probe. It's a robot, and you use it to get money. If the enemy kills a lot of probes, you don't get a lot of money, and you're in big trouble. So you need to protect your probes, even if it means sacrificing some units to get rid of the threat.
Now, probes are used by a race called the Protoss. The protoss fight honorably in battle and are willing to do anything--even die--to protect their people (or reptiles I should say.) So what happens? Probes are vital to getting lots of money, so...
The protoss sacrifice themselves for ROBOTS! Instead of saving each other, they protect robots without souls. How many human beings would give up their lives for a machine? We sacrifice ourselves to save other human beings, which is a strength. But if our remote-controlled tanks were in trouble, I think some people would save another human being rather than protect the tanks. But the protoss--they die and lose loved ones so that robots can keep getting money.
How ironic...or should I say, honorable...
138
« on: April 28, 2011, 03:44:08 pm »
In a further attempt to speed up text-based games, I'm working to add some code for Correlation to compute arguments inside of ln( and e^(. This will happen only if your arguments are simple, otherwise Ti-Basic will compute the arguments.
By default I'll allowing addition, subtraction, multiplication, variables, abs( substrings, parenthesis, Ans, L1-L6, Martices, strings and temporary strings. For instance, this would be totally valid:
Output(2M,17-Ans,L1(Ans
I know that these appear a lot in games. However, is there anything else that you guys use A LOT? Please vote, and give suggestions of your own if you think of them.
139
« on: April 25, 2011, 09:29:46 pm »
Thanks to everyone for their willingness and their effort in testing Correlation. As unfortunate as it is, I am finding too many broken parts, and because people are busy with school I don't blame those who don't have time to work on projects at this time.
So I'm going to fix issues, and then I will restart the testing period fresh. You can all look forward to new features, a better instruction manual system and perhaps faster games.
If you wish, please feel free to keep working on your projects. While there will be new features, very little--if anything--will change to make your old games stop working.
140
« on: April 23, 2011, 10:42:23 pm »
Any guesses (or facts) as to the fastest Ti-Basic command to run? My guess is Lbl __
141
« on: April 23, 2011, 05:33:51 am »
142
« on: April 23, 2011, 05:33:29 am »
Thanks to Runer112 and calc84maniac, my new Output( routine displays characters at speeds TI can't even begin to compete with. Yet even with their horrible Output( code, they beat me by two seconds.
My guess is that if I return nz with the result of my computation in OP1, there's a HUGE amount of code the calculator goes through before continuing to parse the Ti-Basic program.
Is there any routine or code or something to speed up the process, that is, by avoiding Ti's "parser-is-done-go-to-next-line" code? Unfortunately, reset numOP1,(iy+ParsFlag2) is not an option for me.
143
« on: April 20, 2011, 10:41:47 am »
As an ASM programmer, I like to discover what calculators can do, just like anyone else on this site. I like to find out for myself what works and what doesn't. If you tell me "it's not a good idea," that's fine, but that doesn't mean it doesn't work. I can be allowed to try, can't I? And in trying, I discover things that DO work.
I've asked at least two ASM questions on this site recently, with answers that I know people can provide. Whether or not the final goal I have is hard or even bad, the fact remains that the question I ask has an answer. For example:
If I ask how to restart crystal timers, it may not be a good idea to run interrupts every 16 cycles, but that doesn't mean I can't know how to restart crystal timers, right?
If I ask how to unlock flash, it shouldn't matter that it's recommended I stick to IM 1...you can still tell me how to unlock flash, no?
As this site is designed to help people learn, if I have a question that can be answered, please answer it. Despite my unrealistic goal, I can still learn something for future use rather than fishing for answers. Posts that simply state "I don't recommend this" or "why do you want to do this" without answering the question, unfortunately, let me down and discourage me because I feel that people think I don't know what I'm doing.
144
« on: April 20, 2011, 12:56:46 am »
I want to work on a timer that triggers interrupts about every 1/100000 of a second. I know how to set the timer speed, so suppose I have the counter set to 1 and divisor set to CPU speed / 16 (That is, 937500 HZ in fast mode).
But I'm a little lost for the rest of the steps. What do I need to do to make sure that my interrupt routine will always run every 1/100000 of a second? Assume the routine starts at Start_Routine, and the routine ends at End_Routine.
Start_Routine:
;Code ;Code ;Code
End_Routine
145
« on: April 19, 2011, 07:27:16 pm »
Let's say TI-Nspire speed could be measured on a scale of 1-10, with Ti-Basic code at 1 and ASM/C Code at 10. Very, very roughly, where would Lua fall on this scale? PS: Imo speed doesn't matter. I know that the importance of LUA is what it can let Ti-Basic users do. I'm just curious
146
« on: April 19, 2011, 12:34:49 am »
Correlation Correlation is going under some major tire-changing in terms of homescreen-game designing. If you are writing a game that uses the homescreen it is very important that you take note of the changes being made. First of all, I apologize to those of you who used ln( only to find that the parameters were mixed up. That bug has been fixed, and I'll release the new version when I can. Secondly, in an effort to make Correlation homescreen games faster than their pure Ti-Basic counterparts, the following modes will, from this point on, NOT be available for designing homescreen games: * XOR, OR, AND, Mask sprites * Word Wrap * Lowercase Letters * Customized Windows If you want the above features, you should display a 6x8 font with e^(. The following features will still be available for homescreen games: * Wrap Mode * Map Mode * Clip Mode * Animated Text * Negative Coordinates * Run Indicator On / Off If you are converting an old TI-Basic game that uses the homescreen, you need not worry about removed features. I am sorry for any inconviences. And as always, thank you for being patient as I try to make Correlation the best it can be.
147
« on: April 18, 2011, 03:25:09 pm »
I'm looking into writing a small, yet valuable, package called Sparrow that will allow users to run custom IM 1 routines without damaging the TI interrupt routine. (No runer, this is not Project Crabcake )If the calculator crashes, the TI routine will run without any problems at all. However, I do need to know, is there any OS section of flash (like a part of a page) that no Operating system on Ti-83+s or Ti-84+s has touched? And I need to put a couple of lines of code in page 0, as well as that one spot in flash that I can write in. What's the best way to write to OS pages?
148
« on: April 17, 2011, 12:38:53 pm »
Is there a B_CALL routine or a function someone wrote to relocate a program in RAM?
For example, say I have these five variables in RAM:
A (located at $A000) C [D] RUNNER DOORS
Is there a routine that exists to move pgrmRUNNER to $A000 while shifting the other variables further down into RAM?
RUNNER A C [D] DOORS
149
« on: April 16, 2011, 05:38:31 pm »
Let's say that in an application, I use B_CALL _getKey. Since applications run from $4000, how does the calculator know that the 3-byte _getKey data is in the OS and not in the application?
150
« on: April 16, 2011, 03:57:09 pm »
For those of you annoyed by multiple-page applications, I know that some of you are probably wondering why you need to go through all this trouble when you have to write a big application. Well, here's the deal.
There's at least 32 KB of RAM (sometimes more) on the Ti-83+/Ti-84+, and there's at least 160 KB of user ROM on the calculator (again, sometimes more.) However, The Ti-83+ and Ti-84+ can work with only 64 KB of memory at a time. This can be ROM or RAM, but only up to 64 KB at once.
There are 16 KB of ROM that the calculator must ALWAYS have access to because of the operating system. So the 64 KB of memory must always include these 16 KB. That means there are only 48 KB of memory left for reading stuff all at once.
For the average user, the calculator must ALWAYS have access to 32 KB of RAM. 8 KB are needed by the operating system, and of course, 24 KB are available for the user. So 48 - 32 = 16 KB left.
That's only 16 KB left to access all the rest of the ROM on your calculator--all 160 KBs. So this is divided into ten 16 KB sections (or pages), and the calculator can only read from or write to one section at a time--IT CANNOT READ TWO SECTIONS AT ONCE! With a one page application, the calculator only needs to look at one page. But with a bigger application, there's more than 16 KB to work with, and again, the calculator can't read the whole application at once. So it needs to switch between different sections.
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